Three Marks callings: Warden, Scarred, Voice, Quick, Spark

A calling is a hero type in Three Marks, like a class in other games. There are five: Warden, Scarred, Voice, Quick and Spark. Your company always has three different ones. Each calling has its own numbers, its own trait, its own way to strike and its own 12 cards.

The monsters use the same five callings. A Bramble Wolf, for example, fights as a Quick.

All callings at a glance

These are the starting numbers before you spend marks.

Calling Default name Life Accuracy Armor Guard Body Reflex Will Basic strike Range
Warden Bram 12 4 2 4 3 2 3 Guard Close
Scarred Nessa 10 4 0 2 5 3 3 Body Close
Voice Lio 8 3 0 3 2 3 5 Will Ranged
Quick Pip 8 4 0 3 2 5 2 Reflex Close
Spark Ember 9 4 0 3 3 3 4 Will Ranged

Close fighters strike only from the front rank, at enemies in the front rank. Ranged fighters strike any enemy from anywhere. A higher defense makes the hero harder to hit with strikes aimed at it; see dice and damage.

Calling Trait (as shown in the game) Resource
Warden Strikes retreating enemies from the front rank. None
Scarred Gains a scar whenever it takes damage. Scars, up to 5
Voice With a note, gives its protected ally +1 Guard. Notes, up to 3
Quick Strikes harder against flanked or afflicted targets. None
Spark Gains a spark on a hit or critical hit. Sparks, up to 5

Warden

The Warden is the wall of your company. It has the most life, the only armor, and a high Guard. Its strikes aim at Guard.

  • Trait: when an enemy in the front rank steps back while your Warden stands in your front rank, the Warden first gets a free basic strike at them. So enemies cannot easily slip away from it.
  • Resource: none. Every Warden card is free.
  • Best at: holding the front rank with Hold Fast, Brace and Wall, protecting the back with Cover and Challenge, and pushing enemies out of the front with Shield Bash.
  • Weak spot: Reflex 2. Monsters that strike at Reflex hit it easily.

Scarred

The Scarred is a fighter who gets stronger the more it is hurt. Its strikes aim at Body, and its Body defense of 5 is the best in the game.

  • Trait: every time it takes damage, it gains 1 scar.
  • Resource: scars, up to 5. Big cards cost scars: Heavy Swing (2), Crash (3) and Last Scar (all of them).
  • Best at: huge single hits. Crash prints 7 damage, and Last Scar prints 2 for each scar.
  • Weak spot: Guard 2 and no armor. Take the Blow and Guard the Pain give scars without waiting to be hit.

Voice

The Voice is a singer who fights from the back. It strikes at Will, which ignores armor, and it looks after one ally.

  • Trait: while it has at least 1 note, the ally it protects gets +1 Guard. You choose that ally in the Formation step.
  • Resource: notes, up to 3. A standing Voice gains 1 note at the end of every round, all by itself.
  • Best at: big Will strikes as Slow spells (Last Word prints 7, Three Notes prints 6), healing and rescuing its protected ally, and breaking enemy spells with Counterverse.
  • Weak spot: only 8 life, Body 2 and accuracy 3. Keep it in the back.

Quick

The Quick is a nimble striker that finishes off weakened enemies. Most of its strikes aim at Reflex.

  • Trait: when it strikes a target that is afflicted (Shaken, Slowed, Worn or Exposed) or flanked, the result is one step better: a graze becomes a hit, a hit becomes a crit.
  • Resource: none. Every Quick card is free.
  • Best at: striking second. Let another front-rank hero land a strike first, so the target is flanked, then strike with the Quick. Finish and Killing Line also do more damage to afflicted targets.
  • Weak spot: only 8 life, Body 2 and Will 2. Slip and Vanish help it step back safely.

Spark

The Spark is a ranged caster that builds up power as it hits. It strikes at Reflex and Will.

  • Trait: each time its strike is a hit or a crit, it gains 1 spark.
  • Resource: sparks, up to 5. Bright Lance costs 2 and Lance Storm costs 3.
  • Best at: steady ranged damage from the back, then a big Will strike that ignores armor. Shared Heat lets it gain sparks from its allies' hits too. Snuff breaks enemy spells.
  • Weak spot: average defenses everywhere. It has no single strong point to hide behind.

Which three callings should I pick?

Any three different callings make a legal company. A few things help:

  • One sturdy front-liner. A Warden or a Scarred in the front rank takes the hits.
  • One ranged hero. A Voice or a Spark can strike from the back and reach monsters hiding behind others.
  • Different defenses to aim at. Monsters have weak spots. With strikes at Guard, Body, Reflex and Will in your deck, you can always aim at the weakest one.

The game's suggested company is Warden, Scarred and Voice. It is a strong start: two sturdy front-liners and a ranged healer. Find more ideas in beginner tips and advanced tips.

See also

More games to try